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Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Cheats, Hacks, & Game Patches v
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NTSC/JP Xenoblade 60fps and other mods
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NTSC/JP Xenoblade 60fps and other mods
11-15-2017, 01:01 AM
#221
JershJopstin Offline
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Joined: Sep 2017
(11-14-2017, 07:17 AM)One More Try Wrote: For those of you interested in 60fps movies, I'll post a 99% correct code. The other 1% is annoying glitches. This code is built on old 60fps code and should NOT be used to play the game with. Just use it to play around with 60fps movies.

Movie 60fps, Enable both (Full movie and Interpolate Animation) and leave on. Use no other codes.: (Show Spoiler)
$full movie 60fps
A8000000 00000000
0416A9E8 60000000
0416A9EC 60000000
0416A9F0 60000000
C216AA30 00000002 //
3E608000 82731824
7C049A14 00000000
C216AA38 00000001
7C039A14 00000000
C2186224 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C218626c 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2186344 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C21846c4 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2181940 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2181978 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C21846c4 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C2182974 00000007 //
EC200828 3E808000
82741824 EE600024
FC019840 40810018
2C130001 41820010
EE60002A EE609824
EC21982A 60000000
60000000 00000000
C20BAD8C 00000003 //Grass double value if fraction
EEA1082A FE810878
FC34A86E C01F2F48
60000000 00000000
C248C048 00000006 //waterfall pause 2
C3C2CE5C 3E808081
62949E68 82940000
2C140002 41820018
3E808000 82941824 //Gr1824
2C140000 41A20008
EFDEF028 00000000
C244B714 00000004
3E808000 62941824
80140000 68000001
90140000 38630001
60000000 00000000 //waterfall end
C244B468 00000001 //disable run speed update
60000000 00000000
C2137DE8 00000003 //UI Speeds Half
EC01082A EC000824
EC210024 C0030010
60000000 00000000
C205C414 00000002 //Climb fix
EC1FF82A EFFF0024
EC01EFFA 00000000
E0000000 80008000
04819e78 0000001E //set run speed manually
04819e68 00000001 //60 fps
22CA54C0 00000000
04CA54C0 3F000000 //60 fps speed
E0000000 80008000
$Interpolate Animation
A8000000 00000000
C240D6A0 00000006
2C1D0003 40A20020
2C1B007B 4182000C
12E03090 48000014
C222CF74 10C6B82A
10C60472 F0C38000
60000000 00000000
C240D6B4 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13003090 48000010
10C6C02A 10C60472
F0C30004 00000000
C240D6BC 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13203090 48000010
10C6C82A 10C60472
F0C3000C 00000000
C240D6C4 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13403090 48000010
10C6D02A 10C60472
F0C30014 00000000
C240D6D0 00000005 //
2C1D0003 40A2001C
2C1B007B 4182000C
13603090 48000010
10C6D82A 10C60472
F0C3001C 00000000
C240D6D8 00000009 //
2C1D0003 40A2003C
2C1B007B 4182002C
3B60007B 10207090
10407890 10608090
13803090 94210010
7FE802A6 3BFFFFFC
7FE803A6 4E800020
10C6E02A 10C60472
F0C30024 00000000
C23E1954 00000002
FDC00090 EC000028
3BA00001 00000000
C23E19E4 00000002
FDE00090 EC000028
3BBD0001 00000000
C23E1A74 00000002
FE000090 EC000028
3BBD0001 00000000
C23E1A94 00000003
EC2007F2 EDC003B2
EDE003F2 EE000432
3B600000 00000000
E0000000 80008000
Thanks, I plan on looking at this again after the semester. I never did get a look at your later attempts, so I'm a bit curious as to where your algorithm ended up.

I see you mentioned the old codehandler is no longer necessary - is that due to the 'run once' modification?
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11-15-2017, 02:53 AM
#222
One More Try Offline
Posting Freak
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Posts: 886
Threads: 23
Joined: Dec 2014
60fps movie is only for NTSC.

I made two modifications that prevent codehandler problems. One is that you can turn the code off, the other is the top line of the code only runs the code once so that codehandler doesn't write/overwrite it every frame.

For the movie code, it runs both frames through the sine calculation and then averages the values. If I modify it to only use one value and not average it, it looks like the glitches go away, but it's a little hard to tell because stuff will stutter. It suggests the glitches are from averaging two frames. Most likely it doesn't want an intermittent value for some things. It also normally stores the angles apart from the sine, which are from one frame and not averaged, but I don't think that is commonly used later in the code.
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11-15-2017, 04:55 AM
#223
JershJopstin Offline
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Posts: 44
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Joined: Sep 2017
Ah, just skipped to the sine/cosine parts. If intermittent values aren't always right, it's likely due to the oscillating nature of sine/cosine; if the two angles fall on either side of a min/max of the function, just taking the intermediate of the output is going to be wrong. (For example, the intermediate angle of 45 and 135 is 90 with a sine of 1, but finding the intermediate of sin(45) and sin(135) will get you sqrt(2)/2.) That shouldn't come up very often, which is probably why it's 99% good, but unfortunately I don't think you can get to 100% with that approach.
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11-15-2017, 08:39 AM
#224
Kurausukun Offline
Zeitgenössischer Wurst
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Posts: 1,034
Threads: 62
Joined: Mar 2014
Japan is also an NTSC country, but I'll assume you meant NTSC-U :P
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11-15-2017, 09:07 AM (This post was last modified: 11-20-2017, 03:12 PM by One More Try.)
#225
One More Try Offline
Posting Freak
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Posts: 886
Threads: 23
Joined: Dec 2014
lol thanks. I guess I should call it English version, but yeah not for JP.

@Jersh That's a good point. Monitoring glitches for a certain model on one frame is a huge pain too, so not sure if I'll get a chance to look for stuff like that.

/edit Took a closer look at movies. This time the bug seems to be there regardless of skipping the averaging/interpolating. Perhaps that means it's more likely to be fixable, but also it'd be much harder to find.
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11-29-2017, 05:11 AM
#226
Orbital Offline
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Posts: 21
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The Pal version can't handle the movie 60FPS code at all ? Sad
Since I used the last versions of Ishiruka, Dolphin, and you last 60FPS code, i encounter severe struttles in some places like Colony6 (fully restored). I had no problem with early May versions of all of those stuff. Is it normal?
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11-29-2017, 08:57 AM
#227
Kurausukun Offline
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If it's only in some places, it's more likely that you're limited by your hardware instead.
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11-29-2017, 09:57 AM
#228
One More Try Offline
Posting Freak
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Posts: 886
Threads: 23
Joined: Dec 2014
I don't have the PAL version, so it's completely untested. The movie 60fps code isn't meant to be played on, so use the code in the first post.
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12-01-2017, 05:19 AM
#229
Rondomi
Unregistered
 
This is splendid! Fantastic work. My only minor grievance is that gem crafting goes at double speed. Any way to fix this?
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12-01-2017, 05:38 PM
#230
One More Try Offline
Posting Freak
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Posts: 886
Threads: 23
Joined: Dec 2014
I thought it was ok. I'll look at it again, thanks!
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